It was very fun to play! The way mechanics are slowly introduced, and just the way cycles work is really cool! I feel like some earlier levels are harder than later ones, but that could be just me slowly adapting to the mechanics, who knows. Great job!
Denoss
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I had some fun with that lil monster:) the main inspiration was a hollow slave from dark souls 3, and the animation just turned out to look like a jump when I made the third frame, and I went like "you know what, that's fine, I like it". And after that I was looking for some monster sounds on freesound, and found some goblin sounds, so probably that made it cute :3
Thanks for the comment and for playing!
thanks for playing and even recording your gameplay. The problem you had is more of a game-design flaw on my side, cause you couldn't understand the way dragging objects works. Basically, when you hold the left mouse button, any moveable object that is close enough to the character begins to move with the player. It has nothing to do with mouse position, just as long as the character is right next to the object, holding the button makes him push/pull it as he moves.
you can actually drag an obstacle regardless of the direction in which you are relative to it. basically, you can not only "push", but also "pull". so for the second level the solution is either to pull the obstacle to the right after you cross the first window and use it again for the second, or grab it from below and just move right while holding it, using it as a sort of "shield". sorry if it wasn't clear to you.
I'll just say it before it's too late for you to do it - I advice you to make a web build of it. It's not required or anything, it's just that a lot of people here on itch, me included, tend to avoid downloading anything from here, especially if it's something that isn't popular, since there is a chance of getting a virus on your PC. Plus, antiviruses often flag even clean files as malicious, so it also works for scaring people off. Web builds are much safer for that matter, so, if it's possible with the software you use, really consider building it for web.
this was so.. heartwarming? it's really hard to explain. It's like amongst all this funny shit, it has this "live fast" (here literally) moral. Like sure, you can do something you always wanted to do but were too afraid, but it could also leave you broken in tears, as this is something important for you, and when it all falls apart you feel lost. OR. Go absolutly nuts and end up jumping from a plane while riding a crocodile to fly towards the top of the mountain - and only when everything else is checked off, make that call - just to finish it off. In one of these scenarios you die happy, in another one - you're in tears. Just wraps it all up. How is this so funny and so deep at the same time lol
Thanks for playing! And thanks for understand that it's a katana and not just a sword lol, I think you're the first one so far. Thanks for the advice about it's range.
About the effect, well, I guess most I can do is off/on. You see, I didn't exactly, ahem, write it, I just took the shader code somewhere in the net and I don't really know how it works, and messing with alpha just makes it brake entirely lmao
Moving and destroying asteroids feels nice, but the game really could use some sounds and music. Also, the difficulty doesn't seem to progress, once you get a hang of how to destroy asteroids, you basically can't lose. maybe you could make it that more asteroids spawn the longer you play, or they become bigger and need more bullets, or maybe when you destroy them they will split into several smaller ones (literally have seen this idea on this very jam in another asteroid-like game). this would make it much more interesting. otherwise, good job, I liked it